void RefreshEffectListEditor(PostProcessProfile asset)
 {
     if (m_EffectList == null)
         m_EffectList = new EffectListEditor(this);
     m_EffectList.Clear();
     if (asset != null)
         m_EffectList.Init(asset, new SerializedObject(asset));
 }
        void OnEnable()
        {
            Texture textue = Resources.Load("PostProcessLayer") as Texture;

            m_ProfileLabel = new GUIContent("Profile", textue, "A reference to a profile asset");

            m_FocusTracksTarget = FindProperty(x => x.m_FocusTracksTarget);
            m_FocusOffset       = FindProperty(x => x.m_FocusOffset);
            m_Profile           = FindProperty(x => x.m_Profile);

            m_EffectList = new EffectListEditor(this);
            RefreshEffectListEditor(Target.m_Profile);
        }
Exemplo n.º 3
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        void OnEnable()
        {
            Texture texture = AssetDatabase.LoadAssetAtPath <Texture>(
                Cinemachine.Editor.ScriptableObjectUtility.CinemachineRealativeInstallPath
                + "/Editor/EditorResources/PostProcessLayer.png");

            m_ProfileLabel = new GUIContent("Profile", texture, "A reference to a profile asset");

            m_FocusTracking = FindProperty(x => x.m_FocusTracking);
            m_Profile       = FindProperty(x => x.m_Profile);

            m_EffectList = new EffectListEditor(this);
            RefreshEffectListEditor(Target.m_Profile);
        }